Tinkerer (3.5e Racial Paragon Class)
From D&D Wiki
A tinkerer is someone who works nearly exclusively with technology in a world based on magic. They are generally well versed in knowledge and practical skills, but they absolutely refuse to believe in the existence of magic, believing the individuals who practice magic are simply using technology.
Making a Tinkerer
This class is strong and quick on their feet to solve problems that arise, but are primarily support because they are generally not experts at fighting and get distracted easily. Due to their refusal to believe in magic, unless the tinkerer and a magic user are very close or very patient with each other, they are likely not to get along.
Abilities: The two primary abilities of this class are Dexterity and Intelligence, with some emphasis on strength.
Races: Only Tinker Gnomes may be of this class.
Starting Gold: 6d4x10 gp (150 gp).
Starting Age: SimpleClass Skills (8 + Int modifier per level, ×4 at 1st level)
Their Class Skills are Any Craft (Int), (Any) Knowledge (Int), Search (Int), and Disable Device (Int).
|Saving Throws||Special||Quick Builds||Reusable Devices||Title in Society|
|1st||+0||+0||+2||+0||Trap Finding, Specialization*||3||1||Aide 5th|
|2nd||+1||+0||+3||+0||Bonus Feat||4||1||Aide 4th|
|3rd||+1||+1||+3||+1||+1 to class skill of choice||4||2||Aide 3rd|
|5th||+2||+1||+4||+1||+1 to class skill of choice||5||3||Aid 1st|
|6th||+3||+2||+5||+2||Bonus Feat||6||3||Mate 2nd|
|7th||+3||+2||+5||+2||+1 to class skill of choice||6||4||Mate 1st|
|9th||+4||+3||+6||+3||+1 to class skill of choice||7||5||Master Tinkerer|
|11th||+5||+3||+7||+3||+2 to class skill of choice||9||6||Craft Master|
|12th||+6/+1||+4||+8||+4||+1 Trap Finding||10||7||Head Tinkerer|
|13th||+6/+1||+4||+8||+4||+2 to class skill of choice||11||8|
|15th||+7/+2||+5||+9||+5||+2 to class skill of choice||13||10||Master Craftsgnome*|
|16th||+8/+3||+5||+10||+5||+2 Trap Finding||14||11|
|17th||+8/+3||+5||+10||+5||+2 to class skill of choice||15||12|
|19th||+9/+4||+6||+11||+6||+2 to class skill of choice||17||14|
|20th||+10/+5||+6||+12||+6||+3 Trap Finding||18 +1/(L-20)||15 +1/(L-20)|
L = Class Level * = Their may only be one Master Craftsgnome in each colony. Those who reach this level when there is another Master Craftsgnome attain this level but do not gain the title.
All of the following are class features of the Tinkerer.
Weapon and Armor Proficiency: Tinkerer's have the ability to use Simple Weapons and Light Armor, but have no access to shields. They also are able to use any weapon of their own design without penalty.
Quick Build: This allows a Tinkerer to build a device to accomplish a single task or duplicate a spell within reason. They may do this a number of times per day as notated by the chart. The device is destroyed upon being used. This takes 1d6 segments to complete. Difficulty of 15, or higher if complex, if failure occurs, another d20 is rolled, if the result is 1-5, the device explodes dealing 1d6 damage/level in a 1ft radius immediately.
Reuseable Devices: This allows a Tinkerer to build a device to accomplish a single task or duplicate a spell within reason. They may do this a number of times per day as notated by the chart. This device can be used 1d6 times before being destroyed, but the Tinkerer never knows how many uses are left. This takes 1d6+1d4 rounds to complete. Difficulty of 20, or higher if complex, if failure occurs, another d20 is rolled, if the result is 1-5, the device explodes dealing 1d6 damage/level in a 1ft radius immediately.
Trap Finding: Tinkerers can use the Search skill to locate non-magical traps when the task has a Difficulty Class higher than 20.
Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden.
A tinkerer who beats a trap’s DC by 5 or more can understand what makes it work, and bypass it.
Specialization* This allows a Tinkerer to chose to gain a bonus of +3 to either to all trained knowledge skills or to all trained craft skills.
+x to class skill of choice: Tinkerers may at certain levels add a bonus to any of their class skills of their choice. They may apply this bonus to the same skill three levels after they added the previous bonus to that skill.
Tinkerers cannot take any feats or skills in anything related to magic. (This includes anything that provides extra defense against magic, and any knowledge skills regarding or involving magic)
Tinkerers are not allowed to be multiclassed, if a Tinkerer multiclasses, they may no longer raise in Levels as a Tinkerer for the rest of their life.
Tinkerer Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Tinkerer
Religion: A Tinkerer usual worships a god of creation or Reorix, the god of imaginative design.
Other Classes: This class typically gets along with most other classes except for a spell caster, but a patient spell caster and tinkerer may get along grudgingly.
Combat: Typical combat roll for a Tinkerer is not to get involved directly, creating devices and augmenting the party from the side lines.
Tinkerers in the World
|“||Aha, I've got it!||”|
|—Gnosh Gearheart, Tinker Gnome Tinkerer|
These character generally are wanderers and adventurers seeking to improve the lives of others through the use of technology.
Characters with ranks in Knowledge: Engineering can research Tinkerers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Wanderers who carry odd devices and technology.|
|10||They do not believe that magic exists.|
|15||They can make devices on hand as necessary and can create spell-like effects.|
|20||They can name and learn about specific tinkerers in time.|
Tinkerers in the Game
Sample Encounter: .
EL whatever: .